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 Post subject: Combat Upgrades Pro Tempore
PostPosted: Sun Oct 18, 2009 8:09 pm 
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Source: Archon is interested in suggestions for useful combat upgrades that are also easy to implement.

First, fore-most, and most easy of all, I'd like three sizes of Increased Ammo: one at the one-slot price point, one at the two-slot, and one at the four-slot. This allows for increasing ammo up to whatever level's necessary, within the mostly-reasonable constraint of 7 slots.

What else makes a good stopgap upgrade?


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 Post subject:
PostPosted: Sun Oct 18, 2009 8:15 pm 
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One slot: "Cleaned Windshield". Turns on the Logical Arcs by default ;)

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 Post subject:
PostPosted: Sun Oct 18, 2009 9:12 pm 

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How about Tracer Rounds - give a +5 accuracy bonus or somesuch? There could be three levels for this as well. Though I'd think making them non-stackable would be prudent.

I'd like to see the ability to upgrade a gun mount to a turret but that might be a bit too much. Besides, even very high level combats aren't really all that tough.

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 Post subject:
PostPosted: Sun Oct 18, 2009 9:32 pm 

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upgrade that gives faster reload times seems like an obvious option.

this easy to implement constraint is sort of tough to work around.
Maybe something that improves rate of fire a bit?
bullets that improve crit chance at the cost of crit damage, or vice verse.


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 Post subject:
PostPosted: Sun Oct 18, 2009 10:00 pm 

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Enhanced Autoloader: Reduces the amount of time it takes to reload by one or two 'clicks', but takes up cargo space and perhaps slightly modifies ammo for better or worse.

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 Post subject:
PostPosted: Sun Oct 18, 2009 10:43 pm 

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* Ammo Box, $2500, +100 ammo
** Expanded Magazine, $9500, +250 ammo
**** Siege Magazine, $100 000, +100% ammo, -15 cargo

For the other potential upgrades, what would be easy to implement? And what, really, is a Combat part? Is it limited to a plane's weapon systems? Combat is deadly easy right now, so for fun, I'm going to divert somewhat from gun parts...

* Belt Feed, $5000, -20% reload time
** Fireproofing, $30 000, +1 armor
*** Autoloader, $60 000, -50% reload time
*** Redundant Systems, $250 000, +2 armor
*** Combat Hydraulics, $150 000, +2 maneuver
*** Component Weight Reduction, $75 000, +2 maneuver, +10% acceleration, -2 armor
**** Super Radio Gear, $600 000, +5% maxspeed
***** Gross Weight Reduction, $1 500 000, +4 maneuver, +50% acceleration, -4 armor
***** High Power Radar, $1 000 000, +20% maxspeed, -20 acceleration, -5% range
****** Gunship, $6 500 000, -90 cargo, +300% ammo, +4 armor, +10% range, +150 maxspeed, +15 acceleration

Upgrades here that are somewhat redundant with other upgrade slots (like +armor), I'm pricing above the ones you can get elsewhere, as it's trickier to get the same effect without modifying the hull/wings in some vulgar manner. Oh, and Gunship would wreck the Leviathan, but what's it doing with 6 combat slots anyway? By the way, since we lost the spirit of a certain 2.3 upgrade...

* Gun Bunny, $10 000 000, +1000 ammo, +100 acceleration, +10 armor class, +1 armor. This little plush guy sits on your dashboard and gives you mad props.

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 Post subject:
PostPosted: Sun Oct 18, 2009 10:53 pm 

Joined: Fri Apr 18, 2008 1:20 am
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Improved autotracking: + turreted arc's rotation speeds (I know, this might be tougher to implement, and could just as much be a gun mod) - cargo space and/or speed

High performance cockpit systems: - corner velocity, - efficiency or speed or cargo

Rebored weapons/increased ammo size: I'd like to see this increase the size of gun mounts on the craft by 1 level, but I acknowledge that's probably a headache to implement. If it wasn't, it should take like 6+ combat slots, and --ammo/--cargo as an aside, there really should be a XL gun for some craft in Tier 8/9

Camouflaged hull: - silhouette, -- encounter rate

Threatening paint job: + silhouette, ++ encounter rate

Salvaging bay: could be a hull upgrade too, but -cargo/+salvage income

And of course, everything everyone else has mentioned

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 Post subject:
PostPosted: Mon Oct 19, 2009 6:37 am 
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ImageImage Dual-aspect gunsight: +10 accuracy. This aiming system helps you keep track of the different types and sizes of weapon you're firing.

ImageImageImageImage Glimmerwing: -20% silhouette, -10% stall speed. Reverse-engineered glimmerclay flight surfaces are shorter, with adaptive flight characteristics.

ImageImageImageImageImageImage Chainguns: -25% firing delay, -5% speed, +5% stall speed. This chain drive draws power from your engine's main shaft to cycle your weapons.

-c.

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 Post subject:
PostPosted: Mon Oct 19, 2009 1:43 pm 

Joined: Thu Jan 29, 2009 5:56 pm
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I find the biggest combat issue for performance planes, at least for me, is stall speed. Some names may need to be changed, but maybe...

General Streamlining:
Ammo -100
Stall Speed -2%
Range +2%
Top Speed +2%
(The rationale here is that you're losing ammo storage because the plane is losing some volume to improve streamlines, which improves general efficiency of the hull.)

Additional Ammo Storage:
Ammo +500
Crew -1
(Store ammo in your crew's jumpseat space.)

Foregun Expansion:
All guns pointing forward move up one step (small to medium, medium to large).
This could be very hard to code though...
Thoughts? - I

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 Post subject:
PostPosted: Mon Oct 19, 2009 2:15 pm 
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Incognito wrote:
Foregun Expansion:
All guns pointing forward move up one step (small to medium, medium to large).
This could be very hard to code though...
Thoughts? - I


I agree, that does sound hard to code! ;)

However, I'm all for "Combat" upgrades that sacrifice combat ability for other stats. The "Streamlined Hull" is similar, in that it improves performance, but occupies space that could otherwise hold cargo upgrades.

A 2% change sounds right for a one-slot mod. Maybe a five-slot mod could be:

ImageImageImageImageImage Short Barreled Cannon: -10% accuracy, -10% arc length, +15% speed, +20% acceleration. You might miss those big guns, but the new engine purrs like a lion!

-c.

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 Post subject:
PostPosted: Mon Oct 19, 2009 6:42 pm 
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Hope these havn't been proposed:

*Reflector Sights +5 acc
**Telescopic Sights +10 acc
****Gyroscopic Sights +30 acc

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 Post subject:
PostPosted: Mon Oct 19, 2009 11:28 pm 

Joined: Thu Jan 29, 2009 7:57 pm
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Deyo wrote:
ImageImageImageImageImageImage Chainguns: -25% firing delay, -5% speed, +5% stall speed. This chain drive draws power from your engine's main shaft to cycle your weapons.

-c.


"Chaingun upgrade is complete!" :remywicked:

Raegune wrote:
as an aside, there really should be a XL gun for some craft in Tier 8/9


I actually have some XL guns spec'd out, but I'm waiting on a PM from Archon before I pitch them to the devs and forum at large.

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 Post subject:
PostPosted: Tue Oct 20, 2009 1:42 am 
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Prince Harris wrote:
*Reflector Sights +5 acc

The real thing is actually called a Reflex sight.

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 Post subject:
PostPosted: Tue Oct 20, 2009 8:34 am 
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On a rifle, ok, but mounted in a cockpit they are actually referred to as reflector sights.
There is no separate Wikipedia article (yet), but see http://en.wikipedia.org/wiki/Gyro_gunsight


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 Post subject:
PostPosted: Tue Oct 20, 2009 12:42 pm 
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Heh, I wanted to link to the page on reflex sights (since they are basically the same thing) but didn't want to confuse people by posting somewhat modern small arms sights when I was supposed to be posting 30's-40's era aircraft sights.

An even more general page is http://en.wikipedia.org/wiki/Sight_(device)

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 Post subject:
PostPosted: Tue Oct 20, 2009 3:12 pm 

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I'd like a gun mod that would allow me to add another mod to my arcs.

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 Post subject:
PostPosted: Sun Oct 25, 2009 12:08 am 

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Raegune wrote:
High performance cockpit systems: - corner velocity, - efficiency or speed or cargo


Oh my stars and garters yes, give me combat upgrades that move my corner velocity by 10-20% of the length of the bar. It provides an interesting customization feature that is not automatically better for all planes, or even for all people flying the same plane.


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 Post subject:
PostPosted: Sun Oct 25, 2009 2:53 pm 

Joined: Thu May 29, 2008 2:05 am
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Flags for Aces!

Flag! (1slot) : Increase combat levels(+ 8 ), and the chance to meet combat. Increase damage, accuracy and crit rate by 1%. Reduce Max speed by 1%, Range by 1%
Larger Flag! (2slot) : Increase more combat levels(+16), and the chance to meet combat. Increase damage, accuracy and crit rate by 2%. Reduce Max speed by 2%, Range by 2%
Huge Flag! (4slot) : Increase a lot combat levels(+32), and the chance to meet combat. Increase damage, accuracy and crit rate by 5%. Reduce Max speed by 5%, Range by 5%


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 Post subject:
PostPosted: Sun Oct 25, 2009 4:59 pm 
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Ooh, I like the idea of flags. Though I feel like they should either be a combat-level upgrade or take on the old Mad Props functionality.


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 Post subject:
PostPosted: Sun Oct 25, 2009 5:16 pm 

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I say a combat level upgrade, unless the devs have plans for another large combat boosting mechanic. Either way, I like.

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